Pillars of Eternity - oei_mdowling
Hey, everyone!

It's been some time. You have all been missed. We'll get right to it, though!

We have a new Patch Beta available for you all to play and check out. Not only that, we're running a competition over on our forums! We're looking for the most awesome feedback around with this beta and are offering up some Obsidian swag boxes for the three people who really impress us with their feedback. For full information on the competition, check out or forums:

http://forums.obsidian.net/forum-89/announcement-31-pillars-of-eternity-304-beta-feedback-contest

But what can you expect from this patch? I'll tell you!

Major Bug Fixes
(These fixes will be retroactive)

- Brighthollow upstairs will no longer error on transition
- Hiravias and Durance will no longer break party manager in the base game
- Characters put into the stronghold with the Rod of Wind and Thunder will no longer break party manager in base game
- Fighter, Confident Aim doubling on Save/Load

Bug Fixes:
- Engagement is now broken when characters are knocked back
- Personal 'Total Damage Done' no longer comes up as '-Infinity'
- Multiple issues with Glittering Gauntlets
- Fixed the Nav around the adra pillar in Elmshore
- Cape of the Cheat will now be rewarded to base and White March Part 1 players
- Charming all enemies in a combat will no longer reset combat
- Audio cutting out in the End Slides following the White March
- Skeleton Wizard 'Necrotic Lance' set up as a ray
- VFX that start from characters heads (breath weapons, etc.) misaligned
- Korean Loc issue with text getting cut off during Character Creation
- Barbarian, Bash hitting multiple times with Carnage
- Chanter, Ancient Memory no longer deactivates after casting an Invocation
- Cipher, Phantom Foes flanked debuff being removed when the enemy is engaged
- Cipher, Psychic Blacklash hitting the Cipher at the start of combat
- Druid, Fire Stag *Missing gui* in the combat log
- Druid, Infestation of Maggots now does the intended amount of damage per tic
- Monk, Torment's Reach no longer procs off every enemy hit
- Priest, Seal spells no longer activate twice
- Priest, Iconic Projection no longer bypasses DR
- Ranger, Powder Burns now works as intended with DR Penetration
- Wizard, Wall of Draining no longer increases beneficial spells permanently

Balance Changes:
- Sabre base damage will drop from 13-19 to 11-16 and are given a +20% damage mod. They should still take the 'top damage' slot but this change will lower them enough to encourage other options.

The list can also be found here: http://forums.obsidian.net/topic/89399-304-beta-live-104

And that's the list! We want to thank you all for your love and support of Pillars of Eternity from the inception of the Kickstarter in 2012 through to the release back in March of 2015 and up until today. Crazy to think that the game has already been out for a year and a half now. Time flies.

You are all incredible and we look forward to bringing more adventure to you real soon!

Oh! And don't forget that contest! We want your feedback and we know you'll help make Pillars all the better just as you have the entire way.

Have a glorious day,
-Mikey Dowling
Pillars of Eternity - mdowling
Hey, everyone!

It's been some time. You have all been missed. We'll get right to it, though!

We have a new Patch Beta available for you all to play and check out. Not only that, we're running a competition over on our forums! We're looking for the most awesome feedback around with this beta and are offering up some Obsidian swag boxes for the three people who really impress us with their feedback. For full information on the competition, check out or forums:

http://forums.obsidian.net/forum-89/announcement-31-pillars-of-eternity-304-beta-feedback-contest

But what can you expect from this patch? I'll tell you!

Major Bug Fixes
(These fixes will be retroactive)

- Brighthollow upstairs will no longer error on transition
- Hiravias and Durance will no longer break party manager in the base game
- Characters put into the stronghold with the Rod of Wind and Thunder will no longer break party manager in base game
- Fighter, Confident Aim doubling on Save/Load

Bug Fixes:
- Engagement is now broken when characters are knocked back
- Personal 'Total Damage Done' no longer comes up as '-Infinity'
- Multiple issues with Glittering Gauntlets
- Fixed the Nav around the adra pillar in Elmshore
- Cape of the Cheat will now be rewarded to base and White March Part 1 players
- Charming all enemies in a combat will no longer reset combat
- Audio cutting out in the End Slides following the White March
- Skeleton Wizard 'Necrotic Lance' set up as a ray
- VFX that start from characters heads (breath weapons, etc.) misaligned
- Korean Loc issue with text getting cut off during Character Creation
- Barbarian, Bash hitting multiple times with Carnage
- Chanter, Ancient Memory no longer deactivates after casting an Invocation
- Cipher, Phantom Foes flanked debuff being removed when the enemy is engaged
- Cipher, Psychic Blacklash hitting the Cipher at the start of combat
- Druid, Fire Stag *Missing gui* in the combat log
- Druid, Infestation of Maggots now does the intended amount of damage per tic
- Monk, Torment's Reach no longer procs off every enemy hit
- Priest, Seal spells no longer activate twice
- Priest, Iconic Projection no longer bypasses DR
- Ranger, Powder Burns now works as intended with DR Penetration
- Wizard, Wall of Draining no longer increases beneficial spells permanently

Balance Changes:
- Sabre base damage will drop from 13-19 to 11-16 and are given a +20% damage mod. They should still take the 'top damage' slot but this change will lower them enough to encourage other options.

The list can also be found here: http://forums.obsidian.net/topic/89399-304-beta-live-104

And that's the list! We want to thank you all for your love and support of Pillars of Eternity from the inception of the Kickstarter in 2012 through to the release back in March of 2015 and up until today. Crazy to think that the game has already been out for a year and a half now. Time flies.

You are all incredible and we look forward to bringing more adventure to you real soon!

Oh! And don't forget that contest! We want your feedback and we know you'll help make Pillars all the better just as you have the entire way.

Have a glorious day,
-Mikey Dowling
Pillars of Eternity

It's official. We're finally leaving the era of blue and red, good or evil, hug or punch RPG morality behind. And some of the people pushing for that change are none other than the folks at Obsidian Entertainment, long time and beloved RPG developers. With Pillars of Eternity in the bag and Tyranny in the headlights, Brian Heins and Josh Sawyer of Obsidian Entertainment agreed to chat with us at PAX West about how they approach player choice in modernizing the ARPG, what they've learned from Pillars of Eternity, and how they're planning to carry their refined ethos into the future. They've left a bland dichotomy behind for something more subtle, casting you as a character you may not identify with in Tyranny's case, an evil Judge Dredd style executioner in search of empathy, even in the darkest places.

Pillars of Eternity

Although not officially announced as yet, work on the sequel to Obsidian s charming and wonderful crowdfunded role-player Pillars of Eternity was all but confirmed back in May, when the company s CEO Feargus Urquhart suggested it seems silly not to acknowledge the project s existence. In an interview with Gamesindustry.biz, Urquhart now says the developer is starting to move forward on Pillars of Eternity 2, and that making a 3D action-RPG similar to Skyrim but within the Pillars universe is something he d love to do down the line.

We can keep doing great stuff with Eternity. I'd love to turn Eternity into more like a Skyrim product, he says when asked where he sees Obsidian now 13 years old in the future. I'd love to do a science fiction game. I just want to keep making role-playing games I do, and the team does. Whether that's independent or not, making RPGs we can be proud of is the goal. And that's what I can look back on. We've been very proud of a lot of what we've done as a team.

Urquhart speaks frankly about the economics of running an independent studio that operates on a larger scale than most. He speaks of the ethics and moral quandaries of returning to the crowdfunding well for a second time, what he s learned during his tenure at Obsidian, and the friction that can often occur when working alongside publishers, among other things.

Speaking to that last point, Urquhart explores the process of weighing up reward both from practical and financial perspectives and how the videogames industry differs from that of other businesses, and the challenges this in turn throws up:

We've thought a lot about what it takes to make a big game, and what's the reward we get for making a big game. For me to go off and do and we're not doing this, but let's just say Knights of the Old Republic 3, and it's going to cost $50 million, and I'll make $7.5 million on milestones and then maybe I'll make another $5 million in royalties. That's pretty good for an independent developer on a project. But, y'know, I can make more profit from two Pillars of Eternitys than I can from one of those games. And then on top of that, if it's a smaller game and it's successful, I'll own it. I'm not gonna own Star Wars.

Let's say you need some contracting work. The contractor shows up, you figure it out, and maybe it's going to be $10,000. They'll ask for $3,000 upfront, and you're like, 'Okay. I get it.' Let's say I do a $50 million game. For me to get more than $500,000 upfront is a fight. Again, this is not 'publishers are evil' or anything like that, but that world is kinda broken.

Check out the interview in its entirety over on Gamesindustry.biz.

Pillars of Eternity - Valve
Today's Deal: Save 60% on Pillars of Eternity!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Wednesday at 10AM Pacific Time
Pillars of Eternity - oei_mdowling
Howdy all!

It's been awhile. You have been missed. Today we have news about Update 3.0.3 for Pillars of Eternity! Let's get right to it: the fixes!

The (WIP) patch notes:

General

- Enemies no longer gain increased shield Deflection and Reflex bonuses when you and save and load in a creature's area.
- Improved the performance of snow footprint VFX.
- Biography now correctly updates after collecting springberries.
- Characters no longer slide across the ground when commanded to move when getting up from prone.

Spells and Abilities

- Chanter buffs and heals now affect the chanter.
- Combusting Wounds now correctly adds damage.
- Shadowing Beyond and the Strike abilities now correctly gain a bonus from Backstab.
- Druids can now use Second Wind and Outlander’s Frenzy when spiritshifted.
- Unbending now gives the correct amount of health.

Areas

- Fixed an issue where NPCs would not turn hostile after some conversations.
- Ogres no longer become hostile after transitioning out and back in the Russetwood cave.
- Sul no longer attacks her own pride.
- Nesta now despawns if the Tax Evasion quest is resolved by returning to the town immediately.
- NPCs no longer become hostile when saving and loading in Noonfrost.

Items

- Mourning Gloves no longer give permanent buffs.
- Spell Striking Weapons no longer proc twice on crits.
- Combusting Wounds granted by Spellholding now correctly rolls to hit.
- Executioner’s Hood Accuracy bonus now applies correctly in all situations.
- The item Snef’s Folly will no longer disappear after transitioning.

Rogue

- Riposte: In addition to triggering on 20% of Misses, it should also trigger on 30% of Grazes.
- Escape: Using Escape should give the rogue a temporary (base 10s) boost to Deflection and Reflexes (+25).
- Adept Evasion: It should be changed to convert 75% of Reflex Grazes to Misses and 50% of Reflex Hits to Grazes.
- Fearsome Strike: Affliction durations increased to base 15s.
- Smoke Cloud: Increase the AoE radius by 33% and the Distracted duration by 50%.
- Withering Strike damage increased to +50%.
- Shadow Step can now be canceled early, and grants a 20% damage boost.

Barbarian

- Barbaric Yell and Barbaric Shout should be set to zero recovery.
- Thick-Skinned: Increase bonuses to +3 (from +2).
- Heart of Fury: Switch to 1/Encounter.
- Echoing Shout: Switch to Foe-only.
- One Stands Alone now triggers when enemies are nearby, instead of only being triggers when the barbarian is engaged.

One-Handed Style
- One-Handed Style: Change to the Graze to Hit conversion (30%) to a Hit to Crit conversion (15%).
- One-Handed Style: No longer works while using a shield.

The list of patch notes can be found on our forum here:

http://forums.obsidian.net/blog/7/entry-193-update-notes-303

Through your continued testing, we will add to and adjust this list while we finalize the patch.

Want to be a part of the beta patches? Find out here!

http://forums.obsidian.net/topic/76849-patch-betas-on-steam

And with that, until we see each other again, have a great time with the game!

Be incredible. <3

-Mikey Dowling
Pillars of Eternity - mdowling
Howdy all!

It's been awhile. You have been missed. Today we have news about Update 3.0.3 for Pillars of Eternity! Let's get right to it: the fixes!

The (WIP) patch notes:

General

- Enemies no longer gain increased shield Deflection and Reflex bonuses when you and save and load in a creature's area.
- Improved the performance of snow footprint VFX.
- Biography now correctly updates after collecting springberries.
- Characters no longer slide across the ground when commanded to move when getting up from prone.

Spells and Abilities

- Chanter buffs and heals now affect the chanter.
- Combusting Wounds now correctly adds damage.
- Shadowing Beyond and the Strike abilities now correctly gain a bonus from Backstab.
- Druids can now use Second Wind and Outlander’s Frenzy when spiritshifted.
- Unbending now gives the correct amount of health.

Areas

- Fixed an issue where NPCs would not turn hostile after some conversations.
- Ogres no longer become hostile after transitioning out and back in the Russetwood cave.
- Sul no longer attacks her own pride.
- Nesta now despawns if the Tax Evasion quest is resolved by returning to the town immediately.
- NPCs no longer become hostile when saving and loading in Noonfrost.

Items

- Mourning Gloves no longer give permanent buffs.
- Spell Striking Weapons no longer proc twice on crits.
- Combusting Wounds granted by Spellholding now correctly rolls to hit.
- Executioner’s Hood Accuracy bonus now applies correctly in all situations.
- The item Snef’s Folly will no longer disappear after transitioning.

Rogue

- Riposte: In addition to triggering on 20% of Misses, it should also trigger on 30% of Grazes.
- Escape: Using Escape should give the rogue a temporary (base 10s) boost to Deflection and Reflexes (+25).
- Adept Evasion: It should be changed to convert 75% of Reflex Grazes to Misses and 50% of Reflex Hits to Grazes.
- Fearsome Strike: Affliction durations increased to base 15s.
- Smoke Cloud: Increase the AoE radius by 33% and the Distracted duration by 50%.
- Withering Strike damage increased to +50%.
- Shadow Step can now be canceled early, and grants a 20% damage boost.

Barbarian

- Barbaric Yell and Barbaric Shout should be set to zero recovery.
- Thick-Skinned: Increase bonuses to +3 (from +2).
- Heart of Fury: Switch to 1/Encounter.
- Echoing Shout: Switch to Foe-only.
- One Stands Alone now triggers when enemies are nearby, instead of only being triggers when the barbarian is engaged.

One-Handed Style
- One-Handed Style: Change to the Graze to Hit conversion (30%) to a Hit to Crit conversion (15%).
- One-Handed Style: No longer works while using a shield.

The list of patch notes can be found on our forum here:

http://forums.obsidian.net/blog/7/entry-193-update-notes-303

Through your continued testing, we will add to and adjust this list while we finalize the patch.

Want to be a part of the beta patches? Find out here!

http://forums.obsidian.net/topic/76849-patch-betas-on-steam

And with that, until we see each other again, have a great time with the game!

Be incredible. <3

-Mikey Dowling
Pillars of Eternity

Obsidian is starting work on Pillars of Eternity 2, CEO Feargus Urquhart revealed in an interview with Gamepressure, although 'revealed' might be too grand.

"Eternity 2 is not announced," Urquhart says, "[but] it seems silly for me not to acknowledge it, though. If someone asks, 'Are you working on it?', I respond, 'Well, wouldn t you work on it?'. So then they say, 'So you must be working on it', and then I m like, 'Well, yeah.'"

Urquhart also disclosed that Obsidian might return to crowdfunding for Eternity 2, at which point I winced. I feel like crowdfunding is something a ballsy start-up should wean itself off with the success of its first project. Sure, it's earned the public's trust with an excellent first outing, but it's also earned our money.

That said, Obsidian has a lot going on. Urquhart referenced a third project in addition to this year's Tyranny. No details were offered, but it might be related to an Unreal Engine prototype and the recent addition of celebrated world designer Leonard Boyarsky to the studio.

Pillars of Eternity - contact@rockpapershotgun.com (Graham Smith)

Maybe it’s safe to assume that any remotely successful game has a sequel in production, but it’s still nice to hear confirmation. Obsidian’s trad-fantasy RPG Pillars of Eternity, which John enjoyed so much, has a sequel in very early production, says the company’s CEO.

… [visit site to read more]

Pillars of Eternity - mdowling
Hey, everyone!

How's it going? Spring is now here and we hope it's treating you well! Today we have an update that has gone live for Pillars of Eternity. The changes will be marked below so you can find them in one spot.

Before we get to the (incredibly awesome) list of updates for Pillars, we want to take the time to share with you the new game we announced with our publisher, Paradox, last week at GDC, Tyranny!

Imagine a classic RPG story, but instead of attempting to bring down the evil empire/faction/eye-in-the-sky, evil has already won. Choice and consequence build the core of the game that will offer up plenty of replayability to see it all. You can continue to find out more about Tyranny at the offical website:

http://www.tyrannygame.com

And now for the patch notes. While the list actually has too many to be able to list in this post, the major fixes are as follows:

Major Fixes

- Fixed an issue where some player's game would reset after completing Part 1.
- Fixed an issue where some players couldn't activate the White Forge or enter Durgan's Battery.
- Fixed an issue with the final Eyeless SI becoming stuck if you selected yourself.
- Fixed an issue where some players would get stuck at the Caed Nua End Slide.
- Fixed multiple issues where some players received black screens on load/transitioning.

White March Specific

- Iron Flail Front is no longer accessible before returning to Stalwart at the start of Part 2.
- Foundry map icon appears as soon as you visit the Foundry after activating Part 2.
- Updated the nav for Whitestone Hollow, Durgan's Battery Exterior, and Durgan's West Tower.
- Gwyn's Band of Union placed into a container in the Abbey.
- Fixed an issue with Kaoto not speaking to you at the top of the Abbey of the Fallen Moon.
- Added an addendum to the Rising Tide Quest regarding the sign of the tide.
- All robes in the Halls of Silence have had their name updated.
- SFX now plays during the Eyeless Scripted Interaction.
- Burning Pitch Trebuchet and Empowered/Heavy Cannon Blast will no longer gain benefit from Might or Intellect and are per rest.
- Eyeless 'Ray of Fire' no longer deals insane amounts of damage on Story Time.
- Fixed an issue with Cayron's Scar Frozen Water SI applying status effects to the wrong character.
- Summoned Crag Ogres no longer drop loot.
- Fixed an issue that was causing Relentless Storm to spam cast in Cayron's Scar.
- Villagers now comment about you defeating the Eyeless.
- Fixed an issue in Tealdor's dialogue where he would stop giving bounties.
- Fixed an issue where Mylla was disappearing after completing the quest 'Lost Child'.
- Fixed issue with screaming villagers audio persisting after Burning Hut SI.
- Magma Blights in the West Tower now drop loot.
- Updated the Skuldrak projectile to be an icicle.
- Fixed gas cloud VFX in the West Tower gas room.
- Bleakwalker Ghosts (Summoned during Ryona's Breastplate Quest) will now drop correct loot.
- Spirit animals Whitestone Cave now drop correct loot.
- Zahua image now shows during his End slides.
- Fixed an issue not being able to leave Zahua's vision during Secrets of Tacan.
- Fixed Zahua's conversations not triggering depending on how the quest was started during Secrets of Tacan.
- Can now re-enter Zahua's vision without reloading Whitestone Hollow.
- 'Secrets of Tacan' no longer fails if you speak to a vision after Save/Load.
- 'Secrets of Tacan' no longer fails if Zahua is killed after completion.
- Fixed an issue with Maneha only wanting to talk about the Fort.

For a full list of changes, you can check them out on our forum here: http://forums.obsidian.net/blog/7/entry-192-update-notes-302
...